ControlsRework.wiki
author Wuzzy
Thu, 25 Apr 2019 12:49:53 +0100
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#summary Solutions for fixing bug 240 (frontend displays wrong key name)
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This wiki page is for documenting and analyzing possible solutions for [https://issues.hedgewars.org/show_bug.cgi?id=240 bug 240] that have been discussed before.
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## Criteria
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First, for a working solution, it should match these criteria:
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 # They key you selected in frontend is the key that you actually need to push (so if it says ā€œZā€, you must press the ā€œZā€ key in game; it must respect keyboard layout). This is the bug that was reported
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 # The key that is displayed in frontend must match the key that is saved in config file
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 # (optional) Engine is able to convert the code to human-readable text. It's not a bug if it's not possible, however
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 # Default key config works with MOST normal keyboards (100% perfect coverage not required as its unrealistic; owners of exotic keyboards are expected to reconfig)
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## Possible solutions
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=== A) Use keycode in frontend and config file, use scancode in engine (current broken approach) ===
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Criteria:
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 # No.
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 # Yes.
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 # No.
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 # Yes.
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Summary: The problem with our current approach is point 1. The frontend displays the wrong key. The fact that the game inconsistently uses keycodes AND scancodes is also a little insane. Any solution definitely must fix point 1, otherwise it gains us nothing
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=== B) Use scancodes in frontend, engine und config. Crate a small helper program that queries scancode in frontend to replace the drop-down menu ===
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 # Yes.
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 # No obvious solution in sight. Maybe there is one?
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   * Possible, hacky solution: Convert scancode to keycode using a hardcoded lookup table or something like that
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   * https://github.com/hluk/qxtglobalshortcut/blob/16446200b699e0610b8a5fb20b74938225d81d87/src/xcbkeyboard.h#L249
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 # Yes. Convert scancode to keycode with SDL_GetKeyFromScancode
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 # No idea.
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 * Note: Adding a new program only to grab the key seems a little insane, but it seems to work
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 * Note: We have a mock-up of the keygrab program, but no code for the rest exists yet
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Summary: This solution depends on whether 2) is solvable. We need to be able to render the correct key name in frontend, otherwise, this solution would be a regression. Another open question is how to store the keys in the config. Just the raw scancodes? Anyway, if we can figure all that out, then this approach is a valid solution.
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=== C) Use keycodes in frontend, config und engine ===
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Criteria:
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 # Yes.
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 # Yes.
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 # Yes.
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 # Meh. What will semi-break is the default config for e.g. French keyboards because of the number keys (for timer) which are secondary inputs, so owners of French keyboards need to reconfig.
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Possible solutions for 4)
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 * Allow numpad numbers as alternative input for timer keys
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 * Implement user-selectable alternative keys for everything and add numpad keys as alternative input for timer by default
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 * When detecting French keyboard on first launch, use different default keys (does not sound very stable ... Also, how to detect keyboard layout in Qt?)
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 * Non-solution: Ignore it. Expect French users to re-config. This would be a regression.
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Real, tested code does exist for this appraoch in the hedgewars-draft repo, but nemo has hidden the commits. Code is now very old and probably would needs a rewrite anyway.
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Summary: This solution works (I have tested it). The only problem is with default config which would be less universal than our current approach, but this might be solvable.
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=== D) Marry frontend with engine and only use SDL calls for all things keyboard ===
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Criteria:
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 * Would likely solve all problems
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But this is a very very huge task, should not be done before 1.0 or otherwise we'd never get the 1.0 out